為什么使用單例模式
??單例模式的效果是系統(tǒng)中對應(yīng)類只有一個實例對象,根據(jù)不同的場景原因各有不同,有的是為了避免多次創(chuàng)建帶來的資源開銷,有的是為了方便數(shù)據(jù)的統(tǒng)一處理和保存等等。
經(jīng)驗中可使用單例的情景
- 游戲數(shù)據(jù)管理器:管理游戲數(shù)據(jù)如最新的關(guān)卡,上次進行關(guān)卡的數(shù)據(jù)等。
- 聲音管理器:播放背景音樂或者點擊音效。
- 內(nèi)購管理:管理內(nèi)購。
- 廣告管理器:管理廣告的顯示和隱藏,統(tǒng)一管理廣告的各種回調(diào)如廣告的關(guān)閉。
- 更多
實踐
??當(dāng)單例無需使用MonoBehaviour的特性如開啟協(xié)程的時候,可以直接使用C#的單例。
C#單例(餓漢)
using System;
public class Singleton{
private object _lock = new object();
private Singleton _instance = null;
public static Instance{
get{
if(_instance==null){
lock(_lock){
if(_instance==null){
_instance = new Singleton();
}
}
}
return _instance;
}
}
}
MonoBehaviour單例
?? 我在網(wǎng)上找到一個MonoBehaviour單例的寫法,如下所示。
using UnityEngine;
public abstract class SingletonMono<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
private static object _lock = new object();
public static T Instance
{
get
{
if (applicationIsQuitting)
{
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
}
lock (_lock)
{
if (_instance == null)
{
_instance = (T) FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
}
if (_instance == null)
{
GameObject singletonPrefab = null;
GameObject singleton = null;
// Check if exists a singleton prefab on Resources Folder.
// -- Prefab must have the same name as the Singleton SubClass
singletonPrefab =
(GameObject) Resources.Load("Prefabs/" + typeof(T).ToString(), typeof(GameObject));
// Create singleton as new or from prefab
if (singletonPrefab != null)
{
singleton = Instantiate(singletonPrefab);
_instance = singleton.GetComponent<T>();
}
else
{
singleton = new GameObject();
_instance = singleton.AddComponent<T>();
}
singleton.name = "(singleton) " + typeof(T).ToString();
DontDestroyOnLoad(singleton);
Debug.Log("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created with DontDestroyOnLoad.");
}
else
{
Debug.Log("[Singleton] Using instance already created: " +
_instance.gameObject.name);
}
}
return _instance;
}
}
}
private static bool applicationIsQuitting = false;
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
public void OnDestroy()
{
applicationIsQuitting = true;
}
void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(this.gameObject);
}
else
{
Init();
}
DontDestroyOnLoad(this.gameObject);
}
protected virtual void Init()
{
}
}
其中下列語句是重要,可要到Resource目錄下加載與類名相對應(yīng)的Prefab預(yù)制體
singletonPrefab =(GameObject)Resources.Load(typeof(T).ToString(),typeof(GameObject));
Init()方法在生命周期函數(shù)Awake()中調(diào)用,可重寫該函數(shù)擴展操作。
protected virtual void Init()
{
}
我的實踐
SoundManager C#腳本
??對于聲音管理器,我定義了下面顯示的SoundManager用于聲音的管理。SoundManager繼承了上述的SingletonMono類。
using System.Collections;
using System.Collections.Generic;
using Model;
using UnityEngine;
using zbUtil;
public class SoundManager : SingletonMono<SoundManager>
{
public AudioClip[] AudioClips;
private AudioSource _audioSource;
public enum SoundType
{
Click = 0,
CorrectLetter,
Coin,
Win,
Move,
}
protected override void Init()
{
base.Init();
_audioSource = GetComponent<AudioSource>();
}
private bool _soundOn
{
get { return GameDataManager.getInstance().IsSoundOn(); }
}
public void Play(SoundType type)
{
if (!_soundOn)
{
return;
}
_audioSource.PlayOneShot(AudioClips[(int) type]);
}
}
SoundManager的預(yù)制體
- 存儲目錄
- Inspector
使用
SoundManager.Instance.Play(SoundManager.SoundType.Click);

